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Mar 16, 2019Posted in: Variant Commander
while I agree that he can do better than Psychic Strike (dream fracture would likely be better, ecspecially in multiplayer), Perplex is a fairly good tutor in pauper.
Mar 15, 2019If you have space enough, you can use goblin recruiter, finding Goblin Ringleader (which goes on top), Lightning Crafter, Kiki-Jiki, Mirror Breaker and Skirk Prospector. Adding Mogg War Marshal makes it a mana cheaper to start.Posted in: Commander (EDH)
Mar 9, 2019Reaper9889 posted a message on Commanders that are decent even if you don't "maximize their potential"...This is not really in the spirit of the thread, but Zur the enchanter is one of the more extrem examples: You need something like 5 cards or so (honestly, you can get away with just necropotence, but it would likely be stronger with a few combos on top) for him in total and you are then having an extremly powerfull deck.Posted in: Commander (EDH)
Quote from Outcryqq »
I don't get it.
Edit: On the topic, I think you can build Marath, Will of the Wild without any synergy and he (she?) is still a boss. As long as you have enough lands, Marath provides inevitability all by him(her?)self.
He wants to get a token of Korlash with helm, sacing the original and then using reclamation on the original repeatedly (each time discarding to the surviving token) to get a lot of lands.
Mar 9, 2019Every other restriction in magic can be described as a number (most often 1) of the following kind of restrictions: x must block y, x must be blocked or y must block. (like lure would give the creature it is on the first type of restriction with each creature controlled by the defender). This card is the only exception.Posted in: Commander (EDH)
Besides that, rhys the redeemed is really funny with it. Only the original tokens get removed at end of turn.
Mar 7, 2019It is a nice decklist. Still, I had a few suggestions:Posted in: Variant Commander
Mnemonic Wall is fairly good (the wizards aint going to get through anyway and 0/4 is fine on defense).
Cadaver Imp - one mana cheaper gravedigger with evasion (you might want to run both though).
Reaping the Graves is in practice better than death denied, because it is cheaper and both generally returns a lot of creatures anyway (this is not me suggesting removing death denied - a card can be worse than another without you needing to cut it). It is likely the best common recursion card (if you are playing sufficiently many creatures and have a curve anyway) - death denied would be second.
Man-o'-war is better than Aether Adept (I think strictly in your deck against other pauper decks)
Expedition Map into Dimir Aqueduct is fairly nice and works as another target for the mage.
There are many very good tutors (especially the creature ones you can get back), but I imagine you know that.
Highway Robber is not good enough and not important for the combo (the combo is really just recursion wizard + ghostly flicker/displace with some other etb card tagged on - yes, peregrine drake makes that infinite but if wizard hadnt made that common the rest are still worth running)
Mar 6, 2019Posted in: Variant CommanderQuote from TEMUJIN »
Soul Stair Expedition is a unique card, Disturbed Burial is just so good to me late game, used primarily on my
cmc 1,2, and 3 creatures.
Yeah, I ran Echoing Truth in here since the beginning, Boomerang is just one of my old pet cards that I
always go back to. Crypt Rats and Evincar's Justice are my weapons of choice for tokens/ swarms.
Now Victim of Night I can get aboard! It is superior to Doom Blade and should have been in since the start.
If Rhystic Study wasn't in the deck, Rush of Knowledge would be.
Your points make sense to me, but I am a bit surprised that you use disturbed burial in the late game? Then I get to the late game it is reaping the graves or death denied that are my go-to cards for recursion, backed up by some recursion wizard. Quantity is a quality on its own Perhaps it is because you are not running as many tutors as I am and then have a harder time finding them.
Ohh, cards I forgot to suggest: The transmute creatures are amazing! You are running only the 4 drop and I think the 3 and 2 drops make a lot of sense too (like, I presume that a main point of all those sac outlets is to allow you to recur your creatures. These guys are basically like mulldrifter in that they give some effect and then goes to the gy on their own)
Mar 5, 2019If I should theory craft a card that I feel could potentially be made, I would do something like this:Posted in: Commander (EDH)
Destroy all creatures you don’t control
If the kicker cost was paid, all other players lose the game.
I feel a reduction of 9 mana is okish for cheating the casting cost and you still have to pay 11 mana (if you cheat the casting cost it is basically a two card combo and there are cheaper ways to win than this so fairish) also, 20 mana with quite a few colored is tough if you do not cheat on the cost.
Mar 5, 2019Cards that may be of interest:Posted in: Variant Commander
Soul Stair Expedition - basically, 1 mana for returning 2 cards a few turns down the road. I personally think of the card as being basically free, since it will eat up a mana when I have one left over. This means that the only cost is the time, but time is blue/black controls "thing". If I should suggest a card to drop for it, it would be Disturbed Burial (you need to spend 7 mana to equal what you get from 1. To do better you need to spend at least 12 and you have a mostly similar card anyway).
Echoing truth - I would take this over Boomerang. Easier to cast, and I imagine you are more often worried about a token army than a land, which can be bounced in other ways anyway.
Victim of Night hits basically everything hit by Doom Blade (but is a bit harder to cast) and more besides - like in your deck, doom blade fails to hit 19 out of 29 creatures while Victim of Night only misses 3 - and is cheaper than rend flesh. The main reason I recommend this over doom blade is that it is very unusual for it to be dead in a match-up and more importantly, it can nail way more commanders, which I feel is important in the format.
Rush of Knowledge with your commander is 6 cards, which is absurdly efficient. If for some reason something happend to your commander, you still got many other 5 mana creatures and a few 6 mana dittos (the latter are unlikely to be in play though).
Feb 26, 2019Well, I think 0 mana with a 20 mana kicker and if this spell was kicked, win the game, would be okish. I do not think there is any way to cheat a kicker cost and 20 mana seems fair to me if you hard cast. I also feel that using it as a kicker is fair for an anti-cheat clause in the spirit of the thread.Posted in: Commander (EDH)
Feb 21, 2019I would say that TW is better than sylvan scrying and expedition map, in that it can find mana crypt and 3 mana for a artifact that taps for 2 (and deals 1.5 damage per turn on avg) is fairly decent in EDH. So, early on its a land, when you get to 3 mana it is a fairly decent mana accel and late game it finds the best utillity land you have for the situration.Posted in: Commander (EDH)
Feb 15, 2019Posted in: Commander (EDH)Quote from arrogantAxolotl »
In the case of Slice in Twain, I'm definitely going to play Naturalize before it if I'm looking for Disenchant effects. Slice in Twain just exists in this grey area where it's too poor at being a Naturalize for its cost and too poor at being card advantage for its cost for it to ever be playable in my eyes.
I feel this is a fairly bad argument. I am certain that if slice in twain cost 3 instead of 4 that lots of people would play it, even though everything you said remainds true. Heck it reminds true at GG where it would be played in most every format. A better reason why it is not good enough is as follows: the effect destroy target artifact or enchantment is worth 1G. Adding cantrip to a card is typically costed at 2. Hence, the card would be average at a cost of 3G. Its cost is worse than that. Hence bad.
Also, you example card: the effect gain 2 life is not worth much (lets say the difference between a colored and an uncolored mana to be nice), the add a counter to target creature is bad, in that it is required. Thus, the card is still slightly below average but a bit better than Slice in Twain. Note that even average cards isnt good enough to be played.
Like, seriusly, your argument applies to most every tutor and suggests that you would never play any because they are too weak! (This might be a strawman, but I fail to see why it is not fair critic)
Feb 11, 2019Posted in: Commander (EDH)Quote from Taleran »
You might want to reread Ugin's Nexus they thought of this stuff when that card was designed.
He is suggesting to make and sacrifice one nexus such that you most of the time have 0.
On a side note, the combo I described was also colorless and mostly creature based already (coretapper, scarecrone, Magistrate's Scepter). Note that while one could claim that his combo requires fewer pieces, the scarecrone in mine was simply the nicest way to repeatedly get coretapper back (nicest because it is a creature and thus easily fetchable in green) and most other ways to get it back repeatedly would work as well. I think there are roughly as many ways to get a creature back repeatedly as there are ways to sacrifice artifacts repeatedly (in green/colorless) and getting creatures back is more valuable most of the time outside the combo.
Jan 22, 2019Posted in: Commander (EDH)Quote from Onering »
Skatewing Spy is worth it. The similar outlast dudes from Khans of Tarkir that acted as +1/+1 counter lords were typically pretty good in +1/+1 decks. Flying is always a really strong ability to give out. I'm slamming him into my Ezuri deck and not looking back for one, but any U/G/x counters deck should want a 4 drop that gives their whole team flying. Maybe it won't make the most tuned decks, there is a lot of competition for effects, but it should at least be considered.
I Wonder what else you could use for that
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